Difference between revisions of "General Crafting"

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* [[Exotic Crafting|Exotic Weapons]]: Exotic Weapons. Required feat: Exotic Weapon Proficiency. Only [[Fighter|Fighters]] can attain Artisan and Master Artisan normaly.
 
* [[Exotic Crafting|Exotic Weapons]]: Exotic Weapons. Required feat: Exotic Weapon Proficiency. Only [[Fighter|Fighters]] can attain Artisan and Master Artisan normaly.
 
* [[Fletching Crafting|Fletching]]: Arrows, Bolts, Bows, Bullets and Crossbows. No feats required.  [[Bard]], [[Druid]] and [[Rogue]] can achieve Artisan. [[Ranger|Rangers]], [[Harper Scout |Harper Scouts]], and [[Arcane Archer |Arcane Archers]] can achieve Master Artisan normaly.
 
* [[Fletching Crafting|Fletching]]: Arrows, Bolts, Bows, Bullets and Crossbows. No feats required.  [[Bard]], [[Druid]] and [[Rogue]] can achieve Artisan. [[Ranger|Rangers]], [[Harper Scout |Harper Scouts]], and [[Arcane Archer |Arcane Archers]] can achieve Master Artisan normaly.
* [[Leather Crafting|Leather]]: Belts, Boots, Cloaks, Gauntlets, Healing Kits, and Leather Armor.  [[Rogue]] and [[Bard]] can achieve Artisan. [[Druid]] and [[Ranger]] can achieve Master Artisan.
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* [[Leather Crafting|Leather]]: Belts, Boots, Cloaks, Gauntlets, Healing Kits, and Leather Armor.  [[Rogue]] and [[Bard]] can achieve Artisan. [[Druid]] and [[Ranger]] can achieve Master Artisan normaly.
 
* [[Martial Crafting| Martial Weapons]]: Simple and Martial Weapons. Required feat: Martial Weapon Proficiency. Only [[Fighter|Fighters]] can attain Master Artisan normaly.
 
* [[Martial Crafting| Martial Weapons]]: Simple and Martial Weapons. Required feat: Martial Weapon Proficiency. Only [[Fighter|Fighters]] can attain Master Artisan normaly.
 
* [[Tailoring Crafting|Tailor]]: Cloaks, Cloth Armor, Gloves, Healing Kits, and Helms. No feats required. [[Ranger]] and [[Druid]] can attain Artisan. [[Monk]], [[Rogue]] and [[Bard]] can attain Master Artisan normaly.
 
* [[Tailoring Crafting|Tailor]]: Cloaks, Cloth Armor, Gloves, Healing Kits, and Helms. No feats required. [[Ranger]] and [[Druid]] can attain Artisan. [[Monk]], [[Rogue]] and [[Bard]] can attain Master Artisan normaly.

Latest revision as of 15:45, 4 December 2023

Crafting and Tradeskills

Supported trade skills in Neversummer are: Potion Making, Scroll Scribing, Armor Smithing, Martial Weapon Smithing, Exotic Weapon Smithing, Leather Working, Magic Item Crafting, Fletching and Tailoring in no particular order. Most crafting and tradeskill stations are located inside merchant shops, or outside in market squares.

Each tradeskill type has its own tradeskill placeable that you interact with to create crafted items. In lieu of components or "mining/farming" items, crafting simply costs gold and XP, to represent the process of finding these necessary components or the training required to skillfully craft.


Potion Making, Scroll Scribing

The ability to cast the spell is all you need. Use the placeable and a conversation is fired asking you how many of the scroll or potion you wish to make (1, 2, 3, 5 or 10). This ends the conversation and you then cast the spell for which you wish to create potions or scrolls.

After casting, the scroll or potion will appear in the placeable, and you will recieve a message telling you the gold and experience costs. When you take the items the experience and gold cost is deducted from you. If you cannot meet them, the items will be taken from you.

Closing the placeable clears all information related to this function, so it will reset things if someone configures a device and leaves.


Progressive Trade Skills

For all other tradeskills:

You must have at least 10 in the following stats to learn and perform craft skills: Strength, Dexterity, Intelligence and Wisdom. Temporary stat increases (e.g., from Bull's Strength or the like) and bonuses from items WILL count for this requirement.

There is a limit of one tradeskill to a player character. As your characters are primarily adventurers, you can only advance your craft in one tradeskill since you are also practicing your thieving, fighting, casting, and so on. Switching tradeskills is possible at anytime, however you will lose all experience in your old skill.

An experience cost and gold cost is the only thing needed to be met to craft items. You're not building these items from scratch so to speak, more like assembling a computer from components. There is a time and money investment, but you're working with materials that are properly enchanted to begin with.

The trade skill stations differ in the maximum level of goods that can be made in that particular region.

The epic level crafting stations (Master Artisan) are few and far between and must be sought out.

Crafting an Item

Use any tradeskill station, and a conversation will begin. If you have no tradeskill or the tradeskill of the station is not your tradeskill, you have the option of doing nothing or learning this tradeskill. This means this skill is now your tradeskill and you are at the first craft level of this trade, losing all progress in your previous skill.

If this station is for your tradeskill, a list of item quality levels appears for you to pick from (i.e. level 1 can make Apprentice level items, level 2 can make Journeyman or Apprentice, and so forth up to Master Artisan). Choose the level of gear you wish to craft.

When you choose an item level to craft, all the items of that skill level skill are created in the placeable. They're identified, so that you can examine them and make your selection. You are also notified of the gold and experience cost to craft each item. When you decide to craft an item, remove it from the station. The item's experience and gold costs are calculated and deducted from you. If you cannot meet the experience cost without level loss or cannot afford the gold cost the item will be taken from you. Remaining items in the placeable will be destroyed, as will any item you place in it.

If someone that is not the Crafting Player removes an item from the placeable while you are crafting, that item will be destroyed as well as any remaining items in the placeable, without further penalty to any players involved. Vent your frustrations in an appropriate manner, please.

After costs are paid, your crafting experience is updated.

Each crafting level has a variable amount of experience needed to advance. This amount corresponds to if you have been crafting at your present level for a longer time (less crafting experience needed) or a short time (more crafting experience needed). An interactive sign is available in all crafting areas to update you on your character's crafting progress - click on the sign and a message in your battle log will tell you how much crafting experience you have earned and how much time until you can advance.

NOTE:

  • Crating points earned at a particular level will not rollover to subsequent levels, so don't craft too much or the XP burned for crafting will be wasted.But check the note below of Multiclassing and Tradeskill Advancement

Tradeskill Craftable Types

  • Arcane: Amulets, Rods, Staves, Wands No feats required,ANY class can attain Apprentice level, without Arcane casting class required 100,000 XP to upgrade to Journeyman level(check note below). only Wizard can attain Master Artisan normaly.
  • Armor: Heavy Armors, Shields, Helmets, and Bracers. Required Feats: All Armor Proficiencies, Shield Proficiency. Only Fighters can attain Artisan and Master Artisan normaly.
  • Exotic Weapons: Exotic Weapons. Required feat: Exotic Weapon Proficiency. Only Fighters can attain Artisan and Master Artisan normaly.
  • Fletching: Arrows, Bolts, Bows, Bullets and Crossbows. No feats required. Bard, Druid and Rogue can achieve Artisan. Rangers, Harper Scouts, and Arcane Archers can achieve Master Artisan normaly.
  • Leather: Belts, Boots, Cloaks, Gauntlets, Healing Kits, and Leather Armor. Rogue and Bard can achieve Artisan. Druid and Ranger can achieve Master Artisan normaly.
  • Martial Weapons: Simple and Martial Weapons. Required feat: Martial Weapon Proficiency. Only Fighters can attain Master Artisan normaly.
  • Tailor: Cloaks, Cloth Armor, Gloves, Healing Kits, and Helms. No feats required. Ranger and Druid can attain Artisan. Monk, Rogue and Bard can attain Master Artisan normaly.

Multiclassing and Tradeskill Advancement

(Note: It's best to singleclass when using tradeskills. There are known bugs that may prevent you from advancing otherwise.)

If a character has one or more levels in Assassin, Blackguard, Cleric, Champion of Torm, Dwarven Defender, Red Dragon Disciple, Paladin, Pale Master, or Shadowdancer, then that character cannot become more that a Craftsman (Level 3) in any tradeskill. Otherwise the character can advance to at least Level 4 (Master Craftsman).

To become an Artisan (Level 5) in a specific tradeskill, the character must have a total of 15 class levels combined from one or more of the classes eligible for Artisan or Master Artisan for that tradeskill.

EG: A character with 12 druid levels and 3 bard levels can become a Artisan in Leather because bards are eligible for Artisan and druids eligible for Master Artisan. A character with 13 Bard levels and 2 Barbarian levels can only become a Level 4 in Leather because barbarians are not eligible for Artisan.

To become a Master Artisan (Level 6), the character must have have a total of 19 class levels combined from one or more of the classes eligible for Master Artisan for that tradeskill.

EG: A character with 9 Ranger levels, 1 Wizard level, and 10 Arcane Archer levels can become a Master Artisan in Fletching because rangers and Arcane Archers are both eligible for Master Artisan. A character with 9 Bard levels and 10 Arcane Archer levels can only become an Artisan in Fletching because Bards are not eligible for Master Artisan.

Note that crafting advancement does not halt at epic levels. The Druid/Bard above will be eligible for Master Artisan leathering once 19 Druid levels are attained, regardless of Bard level.

Arcane Crafting has a slight special case to the rules above. Only Wizard, Sorcerer and Bard levels contribute to Arcane Crafting at all - other class levels do not contribute to arcane crafting, even up to Level 4 (Master Craftsman).

Note:

Epic Crafting

Most Master Artisan items can only be crafted every 12 (real time) hours.

Once a character has attained Master Artisan in their field they need not invest further effort into advancing their tradeskill beyond adventuring normally.

Master Artisan items can be upgraded by a character once they have 25 character levels (regardless of class) at a Master Artisan crafting station. Items can be upgraded a second time once the character has 30 levels. There is no wait-time for upgrading items.

Upgrading an item to epic levels is a very intensive process, and costs 100k or 135k gold, and 2.5k or 5k experience.

  • No wait time for fletching ammo at master artisan level *